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Messages - genet13

#1
Given that the poll looks quite even, I want to weigh in with the people arguing that you should release a "16.5" and let players choose whether to update to it, or wait until a "17" with new content.

I haven't updated to 16 since I am still enjoying 15, and it sounds like some things (eg surgery) were out of kilter in 16. So I'd love to see a 16.5, I'd probably go for it.
#2
Help / Re: Trying to do a few things
January 17, 2017, 01:12:44 PM
To control the rate of slime generation it looks like you'd need to use C#, with which I cannot help you. See this guy who is trying to make smoke come out of smokestacks:

https://ludeon.com/forums/index.php?topic=8563.0
#3
Off-Topic / Re: Count to 9000 before Tynan posts!
January 17, 2017, 01:00:26 PM
4972
#4
Help / Re: Trying to do a few things
January 17, 2017, 12:16:24 PM
I think you could use the the insect blood tag you mentioned, and instead link it to the slime that the snails make. If you made the snails constantly "bleeding" they would generate slime. They'd need some custom element in Hediff_giver so that they would constantly regenerate blood and not bleed out.

Your post-death ticker thing also involves a rate or time measurement and that's not something I know much about unfortunately. I see boomalopes have

          <deathActionWorkerClass>DeathActionWorker_BigExplosion</deathActionWorkerClass>

but I can't find anything that tells me how many ticks there are between death and the explosion.

IEDs have

            <startWickHitPointsPercent>0.2</startWickHitPointsPercent>

but I don't know what would happen if you put that into an animal's xml. It might just blow up after spawning.
#5
Help / Re: Trying to do a few things
January 16, 2017, 10:38:53 AM
Filth definitions are in:
Mods/core/Defs/ThingDefs_Misc/Filth_Various.xml

Insect definitions are in:
Mods/core/Defs/ThingDefs_Races/Races_Animal_Insect.xml

The base animal definition is in:
Mods/core/Defs/ThingDefs_Races/Races_Animal_Base.xml

You want to make a filth-leaving snail that wanders around in the open. Your best bet is to make your custom xml file and copy in an animal that's similar to what you want. Change the texture paths in the file. Add any desired characteristics from other critters that you like. I would look at deer for an example animal that wanders around in the open, and at insects as examples of filth-leaving animals.

I cannot tell exactly what makes insects generate their fluid spatters. If I find it later I'll update. But hopefully this gets you started.
#6
General Discussion / Re: Tattered personal shield debuffs
September 29, 2016, 03:03:00 PM
Molly, Empath
Incapable of: violence, scary

Mood:
tattered clothing: -3

Gear:
good cloth t-shirt 99%
good leather pants 99%
normal cloth duster 99%
good cloth tuque 99%
poor armor vest 22%
#7
I keep flocks of chickens just inside the chokepoints to enter my base. Raiders (and mad animals) spend all their time killing chickens while turrets and colonists pick them off. Worst kill ratio I have had so far is 2 chickens:1 raider:0 colonists/turrets.